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Figma – easy interface development and mobile application design

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Training process

Training needs analysis

If you have specific requirements regarding the training programme, we will carry out a training needs analysis for you. This will guide us on which aspects of the programme should receive greater emphasis, so that the training programme meets your specific needs.

What will you gain?

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Confident Figma workflow - You will learn how to navigate Figma, organize files, pages, and layers, and build a clean project structure, so you can create polished mockups and screens faster and with less confusion.

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Stronger UI design skills - You will master tools for creating and editing UI elements, aligning content, masking objects, and using auto layout and grids, so your interfaces become more consistent and responsive.

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Your own component system - You will learn how to build assets, components, variants, and shared libraries, so you can reuse elements across screens, speed up design work, and keep larger projects under control.

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Consistent design guidelines - You will create color, text, effect, grid, and spacing styles, making it easier to keep a product visually consistent and expand it with new screens without losing design coherence.

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Screens for every device - You will design hi-fi views for desktop, mobile, and tablet, apply breakpoints, and use scaling rules, so your interfaces work logically and look right across different screen sizes.

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Clear user flow planning - You will practice defining project goals, mapping user flows, and building lo-fi wireframes, so you can shape information architecture early and avoid costly mistakes before visual polish.

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Interactive prototypes - You will build prototypes with transitions, microinteractions, and component behaviors, helping you test ideas faster, present concepts more clearly, and evaluate usability with confidence.

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Smoother developer handoff - You will learn asset export, the Inspect panel, and how to prepare specs and shareable links, so you can hand designs to developers more clearly and reduce implementation misunderstandings.

Training programme

1. Introduction to working in Figma

Figma work starts with understanding how files, pages and layers support a maintainable project structure. This section introduces the interface and tool arrangement, then explains grouping, project organization and the central role of Frames in day-to-day design work.

  • discussion of the interface and tool layout,
  • working with files and project structure,
  • Pages and organization of large projects,
  • layers and grouping of elements,
  • Frames – a key element of working in Figma.

2. Basic functions and design tools

Shapes, icons, images and other visual objects are used here to build core editing skills in Figma. Alongside selection, alignment and masking, participants practice the basics of auto-layout and layout grids, linking everyday operations with responsive interface construction.

  • shapes, icons, objects, images,
  • selection, alignment, masking,
  • auto-layout – basics and application,
  • grids (Layout grid) – responsive design.

3. Assets and components

Assets and components organize repeatable interface parts so they can be reused without losing control over updates. The section covers structure and types of assets, component creation and variants, the master-instance model, and work with a shared component library.

  • Assets – structure, organization, types,
  • components – creation, use, variants,
  • the master–instance principle and good practices,
  • shared component library.

4. Creating Design Guidelines

Color, typography, effects and spacing need shared rules if a product is to remain consistent over time. This section defines palette construction and naming, text and effect styles, plus grids and spacing conventions that form practical Design Guidelines in Figma.

  • color styles – palette construction, naming,
  • text styles – web and mobile typography,
  • effect styles – shadows, blurs, radii,
  • grids and spacing – building design consistency.

5. Building a library of graphic elements

Buttons, cards, form fields and similar UI parts are created from scratch as a reusable foundation for later screens. The section addresses standardization, element scaling, and the preparation of icon sets and layouts so the graphic system remains coherent.

  • simple UI elements from scratch (buttons, cards, form fields),
  • standardization and scaling of elements,
  • creating a set of icons and layouts.

6. Information architecture and lo-fi design

Before visual detail is added, the product structure has to reflect both project goals and user needs. This section develops screen maps and user flows, translates them into lo-fi wireframes, and uses those layouts as a basis for later high-fidelity design decisions.

  • analysis of the project goal and the user,
  • creating a screen map (user flow),
  • lo-fi mockups – diagrams, structures, layouts,
  • preparation for the high-fidelity design.

7. Application screen design (hi-fi)

High-fidelity screens are built here across desktop, mobile and tablet views with attention to repeatable structure. The work includes practical use of auto-layout, balancing styles and components to keep consistency, and managing screen versions as the design evolves.

  • creating desktop, mobile and tablet views,
  • the use of auto-layout in practice,
  • styles vs components – maintaining consistency,
  • screen versioning and change management.

8. Prototyping and animations

Interactive flows give static screens behavioral logic that can be checked before development starts. The section covers transitions, microanimations and component behaviors, then moves to prototype testing and iterative refinement based on observed interaction issues.

  • creating interactive flows,
  • adding transitions and microanimations,
  • defining component behaviors,
  • testing and improving the prototype.

9. Creating versions for different resolutions

Designing for multiple screen sizes requires consistent scaling rules rather than separate, unrelated layouts. Participants work with responsive principles, grids and breakpoints, and learn how to adapt interfaces across resolutions while preserving structure and usability.

  • responsive design,
  • grids and scaling principles,
  • breakpoints and best practices.

10. Teamwork and collaboration in Figma

When several people work on one file, control over feedback and changes becomes essential. This part explains comments, live collaboration and project iteration, then shows how version history supports traceability and how designs are shared with stakeholders for review.

  • comments and project iteration,
  • real-time collaboration,
  • change history (version history),
  • sharing projects with stakeholders.

11. Export and handoff of projects to developers

Developer handoff in Figma focuses on preparing files so implementation can start without rework. The section covers asset export in formats such as SVG, PNG, PDF and WebP, use of the Inspect panel, and compiling links and documentation with front-end specifications.

  • export of assets (SVG, PNG, PDF, WebP),
  • developer panel (Inspect),
  • specifications for front-end developers,
  • preparation of links and documentation.

What are the prerequisites for participating in the training?

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Basic computer skills - You should be comfortable using a computer, a web browser, and common keyboard shortcuts, so you can work smoothly with files, layers, and screens during the exercises.

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Basics of digital graphics - It will help if you understand terms like layer, image, text, icon, and resolution, so you can move faster through interface design tasks and screen layout work.

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Intro to interface design - You should recognize what buttons, forms, navigation, grids, and screen layouts are, so moving from lo-fi wireframes to more refined hi-fi views feels much easier.

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Readiness for design work - You should be ready to analyze user needs, accept feedback, and iterate on your work, because the training includes prototyping, collaboration, and gradual design refinement.